Ludum Dare Mini (Jan 20th – 22nd 2012)

Last week I decided to enter the upcoming (and my first) Ludum Dare Mini! This is my first Ludum Dare event ever so I’m starting to get a little nervous with the lead up to it. For those of you who don’t know what a Ludum Dare event is here is an extract from their site…

“Ludum Dare is a regular accelerated game development Event. Participants develop games from scratch in a weekend, based on a theme suggested by community.”

So for the usual LD event it lasts over 48 hours and the next mini event is this coming weekend (21st – 22nd of Jan). The main difference between the LD minis and LD main event is this that the rules are a little more relaxed in regards to release of source code, timeframe and declaring tools/frameworks/reuse of code for minis. I think this will be ideal practice for the main LD event in April I intend to enter.

So… this LD mini’s theme is fear! I’ve decided to make more a psychological game based around fear – use of music and dark will be pretty important. I’m drawing pretty heavy inspiration from games in the Silent Hill series. I’ve decided to use Slick2D with my own framework built on top of it since it provides a nice graphical game support for the crucial visual experience of my idea.

Since the 48 hours is flexible I’ve decided I’m going to start mine at 7pm UTC+1 on the Friday 20th of Jan and finishing at 7pm UTC+1 on the Sunday 22nd of Jan. I will be live streaming the entire event (except when I’m sleeping) at my live stream site of so feel free to drop by and wish me luck! Also feel free to jump into our IRC channel at #deadworld to show support / ask questions. I’ll probably be more responsive there than on the live stream chat.

Why am I doing this? Practice to be a better programmer in some aspects, learn more, the experience, to be able to say I’ve done one and… why not? Wish me luck and I’ll see you on the stream (or IRC earlier!).

The Technology of a Deadworld Series Introduction

We’ve decided to write a series of posts that will cover the range of different technology we use to aid us at Deadworld Studios.  In each post we’ll discuss the specific areas of management, game design and development which lead us to adopt an existing solution or develop our own solution to aid us.  Moving further into our need we’ll discuss what options we were presented with, the reasons behind our choice and how we utilised it.  We’ll reflect on our experiences and if this has lead us to do things differently in the future.  We have a few interesting stories centered around the times we went through with the technology so those will be thrown in too for good measure!

Stay tuned for our first entry!

Lasting business is built on friendship

Through CWolf and Jargon you’ve caught a glimpse of the technical side of things and the development of computer games. I’m hoping to give you an idea of the other (admittedly more boring) aspects of Deadworld Studios.

So, the business side of things, getting things set up and running legally and financially.

This isn’t a business blog so I’m not going to go into a huge amount of detail, instead I’m just going to skim over some of the problems we’ve had and how we’ve addressed them. (more…)

Interfacing with UI #4 – Coherent UI

February 5th, 2016

This is part of a series of posts revolving around user interface design and development, the introduction and links to the other posts can be found here. Last I wrote about user interfaces I discussed the new Unity UI system and I wrote about our process of porting from Daikon Forge to it. That was a year and a half ago and a lot has changed since then. To keep things interesting we decided to move from Unity UI (yet another move?!) to Coherent UI and I’ll explain why we did it. Why Move… Again?!... (read more)

@RogueVec: And so it begins! #RebootDevelop

19/04/2018 @ 8:05am UTC

@RogueVec: We'll be at @RebootDevelop this year. We can't wait! If you want to hang out just give us a shout! #RebootDevelop2018 #GameDev

16/04/2018 @ 12:06pm UTC

@SolitudeGame: Fullscreen terminals allow you to hook into your ship's guns for fine control! Moddable gun modules, terminals and UI! #GameDev

8/12/2017 @ 4:58pm UTC

@CWolf: Woo! And, now we have a cross-compiled (nix --> win64) @SolitudeGame server in our build and deploy pipeline #RV #GameDev

28/11/2017 @ 3:39pm UTC

@CWolf: CI love #GameDev #RV

21/11/2017 @ 4:06pm UTC